Forbidden Lands Players Handbook
COINS INTHE FORBIDDEN LANDSSilver coins are the commoncurrency in the ForbiddenLands. There are no silvermines in the land and no is onecoining silver here. Instead, thecoins now used are old andworn remains from the AlderWars. Even copper coins comefrom Alderland in the south,although these are used lessoften as common folk tendto exchange services directlyinstead. There are some golddeposits in the ForbiddenLands, and gold from these areused for trade alongside oldgold coins. Anyone trading withgold coins is wise to check theirweight personally.ENCUMBRANCEYou can carry a number of regular itemsequal to double your Strength. Use your baseStrength score, not the temporary rating reducedby taking damage (see page 104).HEAVY & LIGHT ITEMSAn item designated as HEAV Y counts as tworegular items, and will take up two rows onyour character sheet instead of one. At theopposite end of the spectrum, there are itemsthat are designated as LIGHT – they count ashalf of a regular item, and so you can list twoLIGHT items on one row on your sheet.TINY ITEMSItems that are even smaller than LIGHT arecalled TINY. They are so small they don’t affectyour encumbrance at all. The rule of thumb is:if the item can be hidden in a closed fist, it’sTINY. TINY items also need to be listed on yourcharacter sheet.is used. Ten copper coins equal one silver, andten silver coins equal one gold coin.You roll a die determined by your professionto see how much silver you have at the start ofthe game. Starting gear is free, but you can buyextra gear at the start of the game if you’d like.COINS: Single coins count as TINY items anddon’t encumber you. However, 100 coins countas a LIGHT item, 200 coins count as a normalitem, and 400 coins count as a HEAV Y item.OVER ENCUMBEREDYou can temporarily carry more than your normalencumbrance limit (Strength x 2 items). Inthis case, you need to make a roll for the EN-DURANCE skill whenever you want to RUN ina round of combat (see page 88) or HIKE for a37your adventurer
Quarter Day (see page 144). If the roll fails, youmust either drop what you are carrying, staywhere you are, or suffer 1 point of damage toAgility (see page 104) and keep going.MOUNTSIf you have a horse or other mount, you canlet it carry some of your gear. The animalcan carry a number of normal items equal toits Strength doubled, and twice that numberif you dismount and lead it. Stats for typicalmounts are found on page 124 of the Gamemaster’sGuide. There is space for your mounton the back of your character sheet.CONSUMABLESA special category of items in the game arecalled consumables. These are food, water, arrowsand torches. You don’t count individualunits of these items; instead, each consumableis rated with a Resource Die, from D6 to D12,that measures how much of that consumableyou are carrying. Each type of consumable hasa box on the character sheet where you noteyour Resource Die for it.Every time you eat a ration of food, drink a rationof water, shoot an arrow, or light a torch– you roll the Resource Die for the consumable.If the die shows 1 or 2, you must decreasethe Resource Die one step – for example froma D8 to a D6. When you roll a D6 and get a 1–2result, your stash of the consumable is fullydepleted.Starting Resource Dice are indicated byyour profession. You don’t roll these when creatingyour character, instead simply note thedie type on your character sheet.ENCUMBRANCE: For encumbrance, eachtype of consumable counts as one item, nomatter what your current Resource Die is.When you lose your last Resource Die for aparticular consumable, this consumable nolonger counts toward your encumbrance atall.STOCKPILES: Having a D12 Resource Diemeans you are carrying as much of the consumableas a single individual can. Of course,your group might come across larger stockpilesof a particular consumable, such as a wagonfilled with food. These are measured in unitsof consumables (below).FINDING & BUYING: When you find or buyconsumables, they are counted in units (see theequipment lists in Chapter 9). A unit of a consumableincreases your Resource Die one step.SHARING: If you want to give a consumableto another person, you simply increase therecipient’s Resource Die as many steps as youdecrease your own.38chapter 2
- Page 1 and 2: pl ay er’s h a ndbook
- Page 3 and 4: CONTENTSINTRODUCTION 4Forbidden Lan
- Page 5 and 6: INTRODUCTIONDid you hear the story
- Page 7 and 8: lifted. You, and other restless sou
- Page 9 and 10: RAVENLAND -THE FORBIDDENLANDRavenla
- Page 11 and 12: placed on the map if one of your ad
- Page 13 and 14: are not necessary to play Forbidden
- Page 15 and 16: YOUR ADVENTURERVincerra lay dead be
- Page 17 and 18: Alderland who invaded Ravenland aga
- Page 19 and 20: DWARFIn the beginning, the god Huge
- Page 21 and 22: stomach it. They couldn’t stand t
- Page 23 and 24: froth washing your face. The night
- Page 25 and 26: FIGHTERYou have followed the way of
- Page 27 and 28: MINSTRELWhen the road is long, when
- Page 29 and 30: RIDERThe legends say that the anima
- Page 31 and 32: SORCERERLet them stare at you in fe
- Page 33 and 34: STARTING SCORES: When you create yo
- Page 35 and 36: PRIDEAdventurers are not like other
- Page 37: DARK SECRETEvery player character i
- Page 41 and 42: SKILLS: To increase a skill level b
- Page 43 and 44: SKILLSThe lava ate his stilts and B
- Page 45 and 46: forward - perhaps at the cost of ti
- Page 47 and 48: CHANCE OF SUCCESSWhen you roll a lo
- Page 49 and 50: DIFFICULTYMODIFICATIONTrivial +3Sim
- Page 51 and 52: GEAR GETS WORNWhen you use gear and
- Page 53 and 54: SIMPLE AND ADVANCED ITEMSAll items
- Page 55 and 56: SLEIGHT OF HAND (AGILITY)When you a
- Page 57 and 58: NOT MIND CONTROLWhen you MANIPULATE
- Page 59 and 60: ANIMAL HANDLING (EMPATHY)The Forbid
- Page 61 and 62: LIST OF TALENTSKIN TALENTSThe Human
- Page 63 and 64: KIN TALENTSYour kin gives you a spe
- Page 65 and 66: PATH OF HEALINGYour calling is to u
- Page 67 and 68: ✥✥✥✥RANK 2: Once you have u
- Page 69 and 70: this talent in combat counts as a s
- Page 71 and 72: the effects of this talent require
- Page 73 and 74: ✥✥RANK 3: You can cast rank 1,
- Page 75 and 76: ✥✥✥✥RANK 2: When you cook f
- Page 77 and 78: ✥✥✥✥x - that is, two x for
- Page 79 and 80: MELEE CHARGEYou throw yourself into
- Page 81 and 82: ✥✥RANK 3: You can add a D8 Arti
- Page 83 and 84: ✥✥✥✥quality, similar to to
- Page 85 and 86: SURPRISEIf you perform an attack th
- Page 87 and 88: SLOW ACTIONSACTION PREREQUISITE SKI
Quarter Day (see page 144). If the roll fails, you
must either drop what you are carrying, stay
where you are, or suffer 1 point of damage to
Agility (see page 104) and keep going.
MOUNTS
If you have a horse or other mount, you can
let it carry some of your gear. The animal
can carry a number of normal items equal to
its Strength doubled, and twice that number
if you dismount and lead it. Stats for typical
mounts are found on page 124 of the Gamemaster’s
Guide. There is space for your mount
on the back of your character sheet.
CONSUMABLES
A special category of items in the game are
called consumables. These are food, water, arrows
and torches. You don’t count individual
units of these items; instead, each consumable
is rated with a Resource Die, from D6 to D12,
that measures how much of that consumable
you are carrying. Each type of consumable has
a box on the character sheet where you note
your Resource Die for it.
Every time you eat a ration of food, drink a ration
of water, shoot an arrow, or light a torch
– you roll the Resource Die for the consumable.
If the die shows 1 or 2, you must decrease
the Resource Die one step – for example from
a D8 to a D6. When you roll a D6 and get a 1–2
result, your stash of the consumable is fully
depleted.
Starting Resource Dice are indicated by
your profession. You don’t roll these when creating
your character, instead simply note the
die type on your character sheet.
ENCUMBRANCE: For encumbrance, each
type of consumable counts as one item, no
matter what your current Resource Die is.
When you lose your last Resource Die for a
particular consumable, this consumable no
longer counts toward your encumbrance at
all.
STOCKPILES: Having a D12 Resource Die
means you are carrying as much of the consumable
as a single individual can. Of course,
your group might come across larger stockpiles
of a particular consumable, such as a wagon
filled with food. These are measured in units
of consumables (below).
FINDING & BUYING: When you find or buy
consumables, they are counted in units (see the
equipment lists in Chapter 9). A unit of a consumable
increases your Resource Die one step.
SHARING: If you want to give a consumable
to another person, you simply increase the
recipient’s Resource Die as many steps as you
decrease your own.
38
chapter 2